/Engine/Source/Runtime/GeometryFramework/Public/Components/DynamicMeshComponent.h
There is extensive support for partial updates to render buffers, customizing colors, internally decomposing the mesh into separate chunks for more efficient render updates, and support for attaching a 'Postprocessor' to generate a render mesh on-the-fly See comment sections below for details.
class UDynamicMeshComponent : public [UBaseDynamicMeshComponent](API\Runtime\GeometryFramework\Components\UBaseDynamicMeshComponent), public [IInterface_CollisionDataProvider](API\Runtime\Engine\Interfaces\IInterface_CollisionDataProvider)
FKAggregateGeom
AggGeom
Internals for managing collision representation and setupSimplified collision representation for the mesh component
TArray<TObject...
AsyncBodySetupQueue
Queue for async body setups that are being cooked
UE::Geometry::F...
AutoCalculatedTangents
Set of per-triangle-vertex tangents computed for the current mesh.
bool
bAutoCalculatedTangentsValid
True if AutoCalculatedTangents has been computed for current mesh
bool
bCollisionUpdatePending
bool
bDeferCollisionUpdates
If true, updates to the mesh will not result in immediate collision regeneration.
bool
bEnableComplexCollision
If true, current mesh will be used as Complex Collision source mesh.
bool
bInvalidateProxyOnChange
If false, we don't completely invalidate the RenderProxy whenApplyChange()is called (assumption is it will be handled elsewhere)
bool
bProxyValid
If the render proxy is invalidated (eg byMarkRenderStateDirty()), it will be destroyed at the end of the frame, but the base SceneProxy pointer is not nulled out immediately.
bool
bProxyVerifyUsedMaterials
If true, the render proxy will verify that the mesh batch materials match the contents from the componentGetUsedMaterials().
bool
bTransientDeferCollisionUpdates
bool
bUseAsyncCooking
Controls whether the physics cooking should be done off the game thread.
TEnumAsByte< en...
CollisionType
Type of Collision Geometry to use for this Mesh
TUniquePtr<FMe...
Decomposition
UE::Geometry::F...
LocalBounds
Standard Component internals, for computing bounds and managing the SceneProxyCurrent local-space bounding box of Mesh
TObjectPtr<UBo...
MeshBodySetup
TObjectPtr<UDy...
MeshObject
Internal FDynamicMesh is stored inside aUDynamicMeshcontainer, which allows it to be used from BP, shared with other UObjects, and so on
FDelegateHandle
MeshObjectChangedHandle
Handle for OnMeshObjectChanged which is registered with MeshObject::OnMeshChanged delegate
FComponentChild...
OnChildAttachmentModified
TheOnChildAttached()andOnChildDetached()implementations (fromUSceneComponentAPI) broadcast this delegate.
FSimpleMulticas...
OnMeshChanged
This delegate fires when the mesh has been changed
FMeshVerticesMo...
OnMeshVerticesChanged
TUniquePtr<FDy...
RenderMesh
TUniquePtr<IRe...
RenderMeshPostProcessor
TUniqueFunction...
SecondaryTriFilterFunc
EDynamicMeshCom...
TangentsType
Tangent source defines whether we use the provided tangents on the Dynamic Mesh, autogenerate tangents, or do not use tangents
TUniqueFunction...
TriangleColorFunc
If this function is set, we will use these colors instead of vertex colors
TUniqueFunction...
VertexColorMappingFunc
If this function is set, DynamicMesh Attribute Color Overlay colors will be passed through this function before sending to render buffers